Let me just start by saying that I like this adventure, and I like it for a few different reasons. First, let's talk about production value. Aside from being a good adventure, it's also just nice to look at. There are several nicely done original illustrations and maps, and the layout is professional, with multiple side bars and ample cross-referencing. At 37 pages the adventure is a bit thin, but at only about $11 for a hard copy via the Kickstarter ($6 for the PDF) this isn't really that big of a deal. In fact, having an adventure that you can read and have ready on short notice - like when you spent all week not working on your campaign and the game is tomorrow - can actually be a positive thing.
And that brings me to the first thing about the actual adventure that I like: portability. Now, obviously I'm not talking about how easy it is to carry the module around (though I'm sure it is), I'm talking about how easy it would be to drop this adventure into any campaign world. The adventure itself could take place along any stretch of coast where there is a decent sized port town and room for an abandoned village several miles away from that town. The adventure provides details for a local religion and an ancient civilization whose remains lie in a burial mound near the cursed village, but the specific details provided are not integral to the adventure and could easily be replaced by whatever religion or civilization you wanted to insert.
Another thing I quite like about the adventure is that a lot of it takes place in the great outdoors. Since the main adventure location is an abandoned village there is more of an open approach to exploration, and outdoorsy types like rangers and druids have more of a chance to shine than they often do in a typical dungeon crawl. There are still several interior locations that will need to be explored as well, but the overall openness of this adventure is still a breath of fresh air. See what I did there?
I don't want to go in to a whole lot of detail about the adventure itself, because spoilers, but I will say that there is a strong investigation component to the adventure. I like this a lot, and I like the fact that brute force is not a viable solution. The party will simply not be successful if they try to tackle the problem by throwing their hit points and armor class at it. Instead, they will have to gather clues to learn both what caused the curse and how they can reverse it. And like in any good mystery there are multiple threads of investigation the party can follow (including a few red herrings), as well as multiple solutions to the main problem. Unraveling the mystery might be more challenging for some and less so for others, but by visiting multiple locations and spending enough time in and around the ruins of Kennmouth even the densest of adventurers (read: players) should be able to hit upon a way to lift the curse and successfully complete the adventure.
I should warn you though, if you decide to run this adventure and you have players who aren't use to the idea of running away from a fight then you may have a hard time not killing them. The party will inevitably find themselves in a situation or two where discretion is indeed the better part of valor. This should be obvious, but players are